Truely a great game there, perfect for mobile platforms!
How did you do it?
I’ve been trying to simulate sand (or water) realisticly for a long time, but the computations are just too wast.
are you willing to share any code on this, i’d love to see it!
Though i understand if you won’t since youre selling it.
Right guess… I can’t make the source code open for now: I’m still looking for some partner (publisher / dev. house / investor…) to bring the game to market (and eventually create new ones…)
Anyway, what I can say is that it’s a real technical challenge to make such a system run smooth (20-25 fps) on mobile phones (even if we talk about fast midp2 devices…)
What I can share, off-hand, are these few milestones from the road that led to the current Mobile-Sand:.
In 2003, I saw this great fluid simulation (w. source code) by Ben Fry.
I learned a few more about cellular automatas from threads like this one in the (old) processing forum
At the very end of 2003, I made this greeting-card with a very ineffective sand system (source code included, but you’re warned: it’s not the correct way to do it
Later on in 2004 I created the Book of Sand, featuring the beginning of a respectable sand system…
Then, I switched to mobile development, targetting Nokia Series 40 first, then realizing that it’s an utopy, then perfecting the system until it works good enough on fast midp-2 devices!
Thanks for the links, arielm! I’ve started on my own little project now. just for fun.
But i realize now how much work you must have put in your code!
The best simulation ive got so far handles about 15000 grains before it starts to drop in framerate.
This game looked awesome, though I couldn’t actually play it as my phone is a SmartPhone, but it’s apparently not smart enough to have real keys, they are only on the touch-screen, which was running the game at the time! But the tutorial looked amazing! :o